Raydium 3D Game Engine

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PostPosted: Thu Oct 30, 2008 3:22 pm 
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Posts: 181
Great! All available build situations passed successfully, your patch runs out of the box on the Mac OS X target.

Brightness issue seems to be fixed. OSD typos fixed, too. But still some left there and in the console output messages, e. g. "Readed", "instancde", ... take this with a grain of salt. ;)
We should perhaps use another sky box in the viewer or change the colors of the skeleton, the blue skeleton is hard to see on the blue background. It looks okay using the star field sky box for instance.

By the way, one model has Subversion subdirectories included in the anim-data package and Tio has some pain in the back it seems. :roll:

Overall very good job! Can't wait to see this feature used in action.


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PostPosted: Thu Oct 30, 2008 9:39 pm 
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Nice ! And yes, Tio seems to be quiet wired ... Just look at his head when he leans down ! :)

Follwing st's post, looking very quickly at the code, I can report a few more things, you're probably already aware of.
- missing anim.h code (for defines, variables, structs, ...)
- doxygen comments
- we should update Linux's configure script
- what about shadows ?
- anim-viewer is a bit too spanish (and strangely written, no ? :) )
- I find all this "data" directory thing a bit strange. For instance, it's quiet uncomfortable to launch anim-viewer without being able to use the TAB key to complete the .cfg filename. Other example: what if I want to rename "data" to "foobar" ?

... and my usual complaints about indentation, console verbosity, and blablabla :)


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PostPosted: Fri Oct 31, 2008 6:17 pm 
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Quote:
- missing anim.h code (for defines, variables, structs, ...)
Ok
Quote:
- doxygen comments
Ok
Quote:
- we should update Linux's configure script
Volunteers for this?
Quote:
- what about shadows ?
Hard point (not for shadows itselves). Currently models are using cal3d code for rendering, this is: using vertex arrays. I know this is not the default raydium rendering method however looks like using older systems(like display list) are not a usable options (too slow even for high end computers).
If I'm not wrong all opengl(1.1) cards support vertex arrays, so compatibility should not be a real problem.
Anyway until "official" words about this, i preffer to avoid shadow development.

Quote:
- anim-viewer is a bit too spanish (and strangely written, no ? :) )
??? For example...
Quote:
- I find all this "data" directory thing a bit strange. For instance, it's quiet uncomfortable to launch anim-viewer without being able to use the TAB key to complete the .cfg filename. Other example: what if I want to rename "data" to "foobar" ?
Strange? it's just a folder... I only added an extra path to raydium for searching in data/anims/, no more. So it will work with any folder (or no folder).
Completion also works (if you are telling something reasonable to the system). Try
./odyncomp.sh anim-viewer.c data/anims/trooper.cfg


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PostPosted: Fri Jan 02, 2009 12:02 pm 
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Location: gnniiiii (Scrat)
Can you post your latest patch vicente ?


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PostPosted: Sun Jan 11, 2009 12:33 am 
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Joined: Sat Nov 22, 2008 6:33 am
Posts: 68
How to use this patch on Windows? Do I need the Cal3D Dll or something?


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PostPosted: Sun Jan 11, 2009 8:19 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

You just need to apply the patch, see my other post.

You need cal3d.dll and add the cal3d library to raydium and application list of libs.

Have a nice day
Ouille.


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PostPosted: Mon Jan 19, 2009 12:06 am 
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Is the latest patch http://ftp.cqfd-corp.org/anim-2.patch ?


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PostPosted: Mon Jan 19, 2009 8:55 am 
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Yes. Sorry, I couldn't search it for you cause I'm a bit overloaded these days. I hope to have a break soon.


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PostPosted: Wed Jan 28, 2009 9:09 pm 
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No problem ! Quiet the same here.

I was just checking that I was not completely out-of-date on this important topic :)


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